"Captain!" came the shout from the deck. I turned around to see who from my Bluefin Squadron had called over to me. "What is it?" I shouted back in the general direction of my crew. "The crow's nest has spotted something. It looks like a smuggler ship." Ah, yes, the Smugglers. We were neither allies nor enemies. They would help us up to a point, while also always looking out for themselves. I only trusted them as far as my cannons could fire at them. "Fine, fine. Come about and let's see what they're up to." Minutes later the smuggler ship was upon us and I shouted "Ahoy!" by Greg Loring-Albright from Leder Games.
It was time to prove myself as a favoured crusader once again. My goal was to kill the devious Spider, while being very careful to avoid the Skeletons. Both of these enemies were out to kill me. I had my Fury and my Light, representing my devotion to my divine goals and I knew I could use these to powerful effect. Ultimately though, it was Grit that would increase my capabilities as a hero. I took a deep breath and then entered Vast: The Mysterious Manor by Patrick Leder from Leder Games.
It was quiet in the deep, dark wood. Everything was still and nothing stirred - but everyone was ready. The cats had taken up their position in every clearing, six birds were waiting patiently by their roost in one corner of the forest, the racoon had taken cover deep in the woods and the crows were biding their time in a handful of clearings of their choice. The moment was near. It was time to decide who was the best animal in the woodland, who was the Root by Cole Wehrle from Leder Games.
As the Chancellor, I had the people on my side. The Empire was going to thrive and grow and be beautiful. Yet, there were rumours of Exiles stirring in the Provinces and Hinterland, trying their best to claw back control. They were two visionaries, one stomping through the regions, using brute force to exert their influence and letting the wolves lose on anyone who would get in their way, while the other was biding their time in the Salt Flats, enlisting the help of witches and unnatural powers, trying to glean secrets and waiting for the right moment to strike. Both were intent on taking over the Empire, because they both had sworn an Oath by Cole Wehrle from Leder Games.
Having played Oath by Leder Games a few more times since my review, I felt it was time to share with you what I have learned since and to see if my view of the game has changed in any way, which is why this article is under the Takebacks heading. There is a lot of ground to cover and for me to put the cards on the table so let's begin.
It was an outrage! The Eerie had invaded our peaceful clearing. They blatantly ignored our sympathy. Those feathered warriors would regret it. The next birdsong would be full of revolts and they would rue their decision. Using guerrilla tactics, we would show everyone not to mess with us. We weren't as defenceless as we looked. We would solve the problem and get to its Root by Leder Games.
The Chancellor's new reign had begun, as the Exiles had fled to the far reaches of the land. They had failed in their attempts to usurp the ruler, but here was another chance for them. They would muster their warbands, campaign against the Bandits, explore the world until eventually, they were strong enough to try again and finally succeed in overthrowing the leading power. Yet, they could never be sure if their fellow Exiles would deceive them and maybe even swear allegiance to the Chancellor, instead of staying strong and following the Exiles' code of honour, sticking by the sacred Oath by Leder Games.